is the a very good game as well. The focus of Apocalypse World is less "wandering" adventures, and more about the communities trying to survive. Players select a "playbook" (sort-of a class), each of which are thematically tied to the setting.
The rules are simple-ish, fast, and focused on creating a cool narrative in the moment. But not in the, a player rolls dice to narrate, but in how the rules are presented. Essentially, most Basic Moves are roll 2d6+stat, a 7-9 is a success with a complication, 10+is a full success (which what a complication or full success means spelled out in the rules). Games I've played/ran tend to have lots of interesting twists and turns because of how the rules are structured.
Summary, upsides the rules are very flavorful, playbooks are interesting, and its one of the coolest games to GM (a GM never rolls dice, instead a GM reacts to failed dice rolls, or sets up situations for players to use a move). Downsides are a few, I do not like "stat highlighting" for advancement, basically whenever a highlighted "stat" is tested you gain an XP, however this is easily fixed. The TEXT can be a little opaque in parts.
The game has a very active fan community, both on the official forum and story-games.com. Who have made tons of hacks, drifts, and rule tweaks. Check it!*
(Want a feel for the flavor? Download the character playbooks.)